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authorJohn Firebaugh <john.firebaugh@gmail.com>2016-11-07 12:26:05 -0800
committerJohn Firebaugh <john.firebaugh@gmail.com>2016-11-08 08:09:29 -0800
commit1db2ffbc1b69069eca39f786cacc45dbb02c3052 (patch)
tree9d6ed2a7302492f41c52ea3fdeadabf6466b0d8d /src/mbgl/layout/symbol_layout.cpp
parent66bdbc3b969083b9d647abdf72784be64a125949 (diff)
downloadqtlocation-mapboxgl-1db2ffbc1b69069eca39f786cacc45dbb02c3052.tar.gz
[core] Use gl::Program to resolve some rough edges in the GL binding types
* Extract `ignore` util to separate header. * `Segment` now tracks offset and length of indices, rather than primitives. This is more natural. * Introduce `VertexVector` and `IndexVector` types. These types carry information about the intended draw mode (`Triangles`, `LineStrip`, etc.), and ensure that elements are always appended in a group size appropriate for that draw mode, for both indexed and unindexed rendering. * `Program`, rather than `Drawable`, is now the unifying object for draw calls. `Program` is the best place to type check the draw call, because it is typed to carry information about the intended primitive, vertex type, attributes, and uniforms. * Use the debug shaders for debug tile rendering, like gl-js. * Fix the draw mode for background. It was drawing triangle strips with a triangles array. Surprised this didn’t cause issues. Now it’s type checked.
Diffstat (limited to 'src/mbgl/layout/symbol_layout.cpp')
-rw-r--r--src/mbgl/layout/symbol_layout.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/mbgl/layout/symbol_layout.cpp b/src/mbgl/layout/symbol_layout.cpp
index c2f8426785..932745aa57 100644
--- a/src/mbgl/layout/symbol_layout.cpp
+++ b/src/mbgl/layout/symbol_layout.cpp
@@ -449,7 +449,7 @@ void SymbolLayout::addSymbols(Buffer &buffer, const SymbolQuads &symbols, float
}
if (buffer.segments.empty() || buffer.segments.back().vertexLength + vertexLength > std::numeric_limits<uint16_t>::max()) {
- buffer.segments.emplace_back(buffer.vertices.size(), buffer.triangles.size());
+ buffer.segments.emplace_back(buffer.vertices.vertexSize(), buffer.triangles.indexSize());
}
// We're generating triangle fans, so we always start with the first
@@ -476,7 +476,7 @@ void SymbolLayout::addSymbols(Buffer &buffer, const SymbolQuads &symbols, float
buffer.triangles.emplace_back(index + 1, index + 2, index + 3);
segment.vertexLength += vertexLength;
- segment.primitiveLength += 2;
+ segment.indexLength += 6;
}
}
@@ -507,14 +507,14 @@ void SymbolLayout::addToDebugBuffers(CollisionTile& collisionTile, SymbolBucket&
const float maxZoom = util::clamp(zoom + util::log2(box.maxScale), util::MIN_ZOOM_F, util::MAX_ZOOM_F);
const float placementZoom = util::clamp(zoom + util::log2(box.placementScale), util::MIN_ZOOM_F, util::MAX_ZOOM_F);
- collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, tl, maxZoom, placementZoom));
- collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, tr, maxZoom, placementZoom));
- collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, tr, maxZoom, placementZoom));
- collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, br, maxZoom, placementZoom));
- collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, br, maxZoom, placementZoom));
- collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, bl, maxZoom, placementZoom));
- collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, bl, maxZoom, placementZoom));
- collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, tl, maxZoom, placementZoom));
+ collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, tl, maxZoom, placementZoom),
+ CollisionBoxProgram::vertex(anchor, tr, maxZoom, placementZoom));
+ collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, tr, maxZoom, placementZoom),
+ CollisionBoxProgram::vertex(anchor, br, maxZoom, placementZoom));
+ collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, br, maxZoom, placementZoom),
+ CollisionBoxProgram::vertex(anchor, bl, maxZoom, placementZoom));
+ collisionBox.vertices.emplace_back(CollisionBoxProgram::vertex(anchor, bl, maxZoom, placementZoom),
+ CollisionBoxProgram::vertex(anchor, tl, maxZoom, placementZoom));
}
};
populateCollisionBox(symbolInstance.textCollisionFeature);